ZDoomGL (v2)

ZDoomGL (v2) was an port of ZDoom, developed by Tim Stump (Timmie). It introduced hardware accelerated rendering to ZDoom and various other visual improvements. It was the successor to ZDoomGL (v1).

History
ZDoomGL (v2) was considered the natural successor to ZDoomGL (v1) with the latest version of that port, 0.66.2, released on May 25, 2001. Timmie created his first build on March 2, 2002. It was created by taking over the older codebase and rewriting it to work ZDoom 2.0. In line with being a successor, this was called 0.7 and was a private release. The first public release came with Alpha 5, on April 4, 2002, considered now lost to time. After Alpha 6's release on April 26, 2002, Timmie took a brief hiatus. The first release that appeared on Sourceforge and which is still available is Alpha 7, from November 29, 2002, being based on ZDoom 2.0 pre13.

Since then, ZDoomGL would move to newer ZDoom versions as these released. ZDoomGL 0.74, which upgraded the ZDoom codebase to 2.0.47 and introduced environment on mirros. Version 0.75 on April 28, 2004 saw however a far more impressive showing: Besides bumping the ZDoom codebase to 2.0.63, it officially introduced multitexture shaders to ZDoom, being very similar to . With the system, various new effects can be achieved by blending textures together. Several demo WADs were released showcasing the new technology in action. A intermediate release bumping ZDoom to 2.0.63a was released on June 14, 2004.

The latest release of ZDoomGL (v2) was to be 0.81 on August 7, 2005. Based on ZDoom 2.0.96 (Santa's Little Helper), it introduced dynamic lighting to the port.

Legacy
ZDoomGL (v2)'s renderer became the OpenGL renderer of several projects: For instance, the one-time ZDaemonGL source port uses the ZDoomGL (v2) 0.74 renderer.

Although ZDoom GL (v2) as a port was discontinued after the 0.81 release, its renderer saw longer usage. Skulltag gained OpenGL support by including the 0.81 renderer into versions 97b (Which also bumped the corresponding ZDoom codebase to 2.1.7, meaning Skulltag had a more recent codebase for ZDoomGL than the port itself), 97c, 97c2 and 97c3. Skulltag 97d initially used the 0.81 renderer, but then moved on to GZDoom build 1.0.22 and ZDoom 2.1.0 with for a short time, both renderers available in Skulltag 97d.

ScoreDoomST was the last port to use the 0.81 renderer, being based off Skulltag 97c2. Its last release (and by extension, ZDoomGL's) was on April 12, 2013.

ZDoomGL 2.0
On Feb 13th, 2006, Timmie announced ZDoomGL 2.0, another complete rewrite of the engine. However, development stalled again and the project was ultimately abandoned, and no version of ZDoomGL 2.0 was ever released. Timmie later confirmed that he was no longer working on it.

Features

 * All supported features of ZDoom 2.0.96
 * OpenGL 1.2 based renderer supporting:
 * Dynamic and colored lighting, introduced in 0.81
 * Multitexture based shader system, similar to the system in
 * Spherical environment mapping on mirrors
 * JDoom style hires textures
 * Software-style depth fogging
 * In game switchable renderer
 * Image processing for textures
 * Floor mirrors
 * Mipmapping
 * 3D model support
 * Anisotropic filtering
 * Polyobject support
 * Scrolling textures
 * Support for high resolutions
 * Mouselook support
 * Joystick support